forked from jaildesigner-jailgames/jaildoctors_dilemma
canviat Options de struct a namespace
This commit is contained in:
@@ -9,13 +9,13 @@
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#include <iterator> // Para istreambuf_iterator, operator==
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#include <string> // Para char_traits, string, operator+, operator==
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#include "core/resources/asset.hpp" // Para Asset, AssetType
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#include "core/input/mouse.hpp" // Para updateCursorVisibility
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#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Border
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#include "core/input/mouse.hpp" // Para updateCursorVisibility
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#include "core/rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/rendering/surface.hpp" // Para Surface, readPalFile
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#include "core/rendering/text.hpp" // Para Text
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#include "core/rendering/surface.hpp" // Para Surface, readPalFile
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#include "core/rendering/text.hpp" // Para Text
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#include "core/resources/asset.hpp" // Para Asset, AssetType
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#include "core/resources/resource.hpp" // Para Resource
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#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Border
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#include "game/ui/notifier.hpp" // Para Notifier
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// [SINGLETON]
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@@ -43,40 +43,40 @@ Screen::Screen()
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initSDLVideo();
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// Ajusta los tamaños
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game_surface_dstrect_ = {options.video.border.width, options.video.border.height, options.game.width, options.game.height};
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//adjustWindowSize();
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current_palette_ = findPalette(options.video.palette);
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game_surface_dstrect_ = {Options::video.border.width, Options::video.border.height, Options::game.width, Options::game.height};
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// adjustWindowSize();
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current_palette_ = findPalette(Options::video.palette);
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// Define el color del borde para el modo de pantalla completa
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border_color_ = static_cast<Uint8>(PaletteColor::BLACK);
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// Crea la textura donde se dibujan los graficos del juego
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game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
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game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width, Options::game.height);
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if (!game_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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if (Options::console) {
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std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureScaleMode(game_texture_, SDL_SCALEMODE_NEAREST);
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Options::game.width + Options::video.border.width * 2, Options::game.height + Options::video.border.height * 2);
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if (!border_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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if (Options::console) {
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std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureScaleMode(border_texture_, SDL_SCALEMODE_NEAREST);
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// Crea la surface donde se dibujan los graficos del juego
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game_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
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game_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height);
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game_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
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game_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
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// Crea la surface para el borde de colores
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border_surface_ = std::make_shared<Surface>(options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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border_surface_ = std::make_shared<Surface>(Options::game.width + Options::video.border.width * 2, Options::game.height + Options::video.border.height * 2);
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border_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
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border_surface_->clear(border_color_);
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@@ -127,29 +127,29 @@ void Screen::render() {
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// Establece el modo de video
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void Screen::setVideoMode(bool mode) {
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// Actualiza las opciones
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options.video.fullscreen = mode;
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Options::video.fullscreen = mode;
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// Configura el modo de pantalla y ajusta la ventana
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SDL_SetWindowFullscreen(window_, options.video.fullscreen);
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SDL_SetWindowFullscreen(window_, Options::video.fullscreen);
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adjustWindowSize();
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adjustRenderLogicalSize();
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}
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// Camibia entre pantalla completa y ventana
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void Screen::toggleVideoMode() {
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options.video.fullscreen = !options.video.fullscreen;
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setVideoMode(options.video.fullscreen);
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Options::video.fullscreen = !Options::video.fullscreen;
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setVideoMode(Options::video.fullscreen);
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}
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// Reduce el tamaño de la ventana
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bool Screen::decWindowZoom() {
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if (options.video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = options.window.zoom;
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--options.window.zoom;
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options.window.zoom = std::max(options.window.zoom, 1);
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if (Options::video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = Options::window.zoom;
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--Options::window.zoom;
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Options::window.zoom = std::max(Options::window.zoom, 1);
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if (options.window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(options.video.fullscreen);
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if (Options::window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(Options::video.fullscreen);
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return true;
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}
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}
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@@ -159,13 +159,13 @@ bool Screen::decWindowZoom() {
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// Aumenta el tamaño de la ventana
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bool Screen::incWindowZoom() {
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if (options.video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = options.window.zoom;
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++options.window.zoom;
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options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
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if (Options::video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = Options::window.zoom;
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++Options::window.zoom;
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Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
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if (options.window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(options.video.fullscreen);
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if (Options::window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(Options::video.fullscreen);
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return true;
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}
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}
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@@ -181,8 +181,8 @@ void Screen::setBorderColor(Uint8 color) {
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// Cambia entre borde visible y no visible
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void Screen::toggleBorder() {
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options.video.border.enabled = !options.video.border.enabled;
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setVideoMode(options.video.fullscreen);
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Options::video.border.enabled = !Options::video.border.enabled;
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setVideoMode(Options::video.fullscreen);
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initShaders();
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}
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@@ -195,7 +195,7 @@ void Screen::renderNotifications() {
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// Cambia el estado de los shaders
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void Screen::toggleShaders() {
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options.video.shaders = !options.video.shaders;
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Options::video.shaders = !Options::video.shaders;
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initShaders();
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}
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@@ -208,28 +208,28 @@ void Screen::update() {
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// Calcula el tamaño de la ventana
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void Screen::adjustWindowSize() {
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window_width_ = options.game.width + (options.video.border.enabled ? options.video.border.width * 2 : 0);
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window_height_ = options.game.height + (options.video.border.enabled ? options.video.border.height * 2 : 0);
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window_width_ = Options::game.width + (Options::video.border.enabled ? Options::video.border.width * 2 : 0);
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window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0);
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// Establece el nuevo tamaño
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if (options.video.fullscreen == 0) {
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if (Options::video.fullscreen == 0) {
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int old_width, old_height;
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SDL_GetWindowSize(window_, &old_width, &old_height);
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int old_pos_x, old_pos_y;
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SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
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const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * options.window.zoom)) / 2;
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const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * options.window.zoom)) / 2;
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const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * Options::window.zoom)) / 2;
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const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * Options::window.zoom)) / 2;
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SDL_SetWindowSize(window_, window_width_ * options.window.zoom, window_height_ * options.window.zoom);
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SDL_SetWindowSize(window_, window_width_ * Options::window.zoom, window_height_ * Options::window.zoom);
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SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
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}
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}
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// Ajusta el tamaño lógico del renderizador
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void Screen::adjustRenderLogicalSize() {
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SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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}
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// Establece el renderizador para las surfaces
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@@ -263,16 +263,16 @@ void Screen::setPalete() {
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game_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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border_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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options.video.palette = palettes_.at(current_palette_);
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Options::video.palette = palettes_.at(current_palette_);
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// Eliminar ".gif"
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size_t pos = options.video.palette.find(".pal");
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size_t pos = Options::video.palette.find(".pal");
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if (pos != std::string::npos) {
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options.video.palette.erase(pos, 4);
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Options::video.palette.erase(pos, 4);
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}
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// Convertir a mayúsculas
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std::transform(options.video.palette.begin(), options.video.palette.end(), options.video.palette.begin(), ::toupper);
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std::transform(Options::video.palette.begin(), Options::video.palette.end(), Options::video.palette.begin(), ::toupper);
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}
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// Extrae los nombres de las paletas
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@@ -284,7 +284,7 @@ void Screen::processPaletteList() {
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// Copia la surface a la textura
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void Screen::surfaceToTexture() {
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if (options.video.border.enabled) {
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if (Options::video.border.enabled) {
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border_surface_->copyToTexture(renderer_, border_texture_);
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game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_);
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} else {
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@@ -294,9 +294,9 @@ void Screen::surfaceToTexture() {
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// Copia la textura al renderizador
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void Screen::textureToRenderer() {
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SDL_Texture* texture_to_render = options.video.border.enabled ? border_texture_ : game_texture_;
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SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_;
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if (options.video.shaders && shader_backend_) {
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if (Options::video.shaders && shader_backend_) {
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shader_backend_->render();
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} else {
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SDL_SetRenderTarget(renderer_, nullptr);
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@@ -333,7 +333,7 @@ void Screen::renderInfo() {
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// FPS
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const std::string FPS_TEXT = std::to_string(fps_.lastValue) + " FPS";
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text->writeColored(options.game.width - text->lenght(FPS_TEXT), 0, FPS_TEXT, color);
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text->writeColored(Options::game.width - text->lenght(FPS_TEXT), 0, FPS_TEXT, color);
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// Resolution
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text->writeColored(0, 0, info_resolution_, color);
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@@ -344,13 +344,13 @@ void Screen::renderInfo() {
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void Screen::clearSurface(Uint8 index) { game_surface_->clear(index); }
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int width) { options.video.border.width = width; }
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void Screen::setBorderWidth(int width) { Options::video.border.width = width; }
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int height) { options.video.border.height = height; }
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void Screen::setBorderHeight(int height) { Options::video.border.height = height; }
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// Establece si se ha de ver el borde en el modo ventana
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void Screen::setBorderEnabled(bool value) { options.video.border.enabled = value; }
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void Screen::setBorderEnabled(bool value) { Options::video.border.enabled = value; }
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// Muestra la ventana
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void Screen::show() { SDL_ShowWindow(window_); }
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@@ -366,8 +366,8 @@ void Screen::toggleDebugInfo() { show_debug_info_ = !show_debug_info_; }
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// Alterna entre activar y desactivar el escalado entero
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void Screen::toggleIntegerScale() {
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options.video.integer_scale = !options.video.integer_scale;
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SDL_SetRenderLogicalPresentation(renderer_, options.game.width, options.game.height, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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Options::video.integer_scale = !Options::video.integer_scale;
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SDL_SetRenderLogicalPresentation(renderer_, Options::game.width, Options::game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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}
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// Getters
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@@ -436,13 +436,13 @@ void Screen::loadShaders() {
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// Inicializa los shaders
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void Screen::initShaders() {
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#ifndef __APPLE__
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if (options.video.shaders) {
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if (Options::video.shaders) {
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loadShaders();
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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}
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shader_backend_->init(window_, options.video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
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//shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
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shader_backend_->init(window_, Options::video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
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// shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
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}
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#else
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// En macOS, OpenGL está deprecated y rinde mal
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@@ -475,23 +475,23 @@ void Screen::getDisplayInfo() {
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display_monitor_.refresh_rate = static_cast<int>(dm->refresh_rate);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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options.window.max_zoom = std::min(dm->w / options.game.width, dm->h / options.game.height);
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options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
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Options::window.max_zoom = std::min(dm->w / Options::game.width, dm->h / Options::game.height);
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Options::window.zoom = std::min(Options::window.zoom, Options::window.max_zoom);
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(options.game.width), static_cast<int>(options.game.height), options.window.zoom);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(Options::game.width), static_cast<int>(Options::game.height), Options::window.zoom);
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options.video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
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Options::video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
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std::to_string(static_cast<int>(dm->h)) + " @ " +
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std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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const int MAX_ZOOM = std::min(dm->w / options.game.width, (dm->h - WINDOWS_DECORATIONS) / options.game.height);
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const int MAX_ZOOM = std::min(dm->w / Options::game.width, (dm->h - WINDOWS_DECORATIONS) / Options::game.height);
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// Normaliza los valores de zoom
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options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
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Options::window.zoom = std::min(Options::window.zoom, MAX_ZOOM);
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SDL_free(displays);
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}
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@@ -536,17 +536,17 @@ auto Screen::initSDLVideo() -> bool {
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#endif
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// Crear ventana
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const auto WINDOW_WIDTH = options.video.border.enabled ? options.game.width + options.video.border.width * 2 : options.game.width;
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const auto WINDOW_HEIGHT = options.video.border.enabled ? options.game.height + options.video.border.height * 2 : options.game.height;
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const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + Options::video.border.width * 2 : Options::game.width;
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const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + Options::video.border.height * 2 : Options::game.height;
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#ifdef __APPLE__
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SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
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#else
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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
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#endif
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if (options.video.fullscreen) {
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if (Options::video.fullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN;
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}
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window_ = SDL_CreateWindow(options.window.caption.c_str(), WINDOW_WIDTH * options.window.zoom, WINDOW_HEIGHT * options.window.zoom, window_flags);
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window_ = SDL_CreateWindow(Options::window.caption.c_str(), WINDOW_WIDTH * Options::window.zoom, WINDOW_HEIGHT * Options::window.zoom, window_flags);
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if (window_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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@@ -569,16 +569,16 @@ auto Screen::initSDLVideo() -> bool {
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}
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// Configurar renderer
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const int EXTRA_WIDTH = options.video.border.enabled ? options.video.border.width * 2 : 0;
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const int EXTRA_HEIGHT = options.video.border.enabled ? options.video.border.height * 2 : 0;
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const int EXTRA_WIDTH = Options::video.border.enabled ? Options::video.border.width * 2 : 0;
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const int EXTRA_HEIGHT = Options::video.border.enabled ? Options::video.border.height * 2 : 0;
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SDL_SetRenderLogicalPresentation(
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renderer_,
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options.game.width + EXTRA_WIDTH,
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options.game.height + EXTRA_HEIGHT,
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options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
Options::game.width + EXTRA_WIDTH,
|
||||
Options::game.height + EXTRA_HEIGHT,
|
||||
Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderVSync(renderer_, options.video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
|
||||
SDL_SetRenderVSync(renderer_, Options::video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Video system initialized successfully");
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user